Gamification and data analytics to reduce smartphone addiction
“Nomophobia” is the phobia of being out of mobile phone contact. This project is aimed at developing a proof-of-concept for using techniques of gamification and data analytics for addressing nomophobia. With the collection of these techniques, the project aims to motivate users to focus on other pro...
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sg-ntu-dr.10356-704822023-03-03T20:43:03Z Gamification and data analytics to reduce smartphone addiction Lal, Srishti Ng Wee Keong School of Computer Science and Engineering DRNTU::Engineering::Computer science and engineering “Nomophobia” is the phobia of being out of mobile phone contact. This project is aimed at developing a proof-of-concept for using techniques of gamification and data analytics for addressing nomophobia. With the collection of these techniques, the project aims to motivate users to focus on other productive work as well as real social interactions instead of being glued to their smartphone screens. For this purpose, a hybrid application called “FOCUS” has been implemented using the Ionic Framework and Firebase that is deployable on the Android and iOS platform. The proof-of-concept application has been completed successfully and demonstrates how both these techniques can be combined to provide a better offering to both users and businesses. Bachelor of Engineering (Computer Science) 2017-04-25T04:04:44Z 2017-04-25T04:04:44Z 2017 Final Year Project (FYP) http://hdl.handle.net/10356/70482 en Nanyang Technological University 58 p. application/pdf |
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DRNTU::Engineering::Computer science and engineering Lal, Srishti Gamification and data analytics to reduce smartphone addiction |
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“Nomophobia” is the phobia of being out of mobile phone contact. This project is aimed at developing a proof-of-concept for using techniques of gamification and data analytics for addressing nomophobia. With the collection of these techniques, the project aims to motivate users to focus on other productive work as well as real social interactions instead of being glued to their smartphone screens.
For this purpose, a hybrid application called “FOCUS” has been implemented using the Ionic Framework and Firebase that is deployable on the Android and iOS platform. The proof-of-concept application has been completed successfully and demonstrates how both these techniques can be combined to provide a better offering to both users and businesses. |
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Ng Wee Keong |
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Ng Wee Keong Lal, Srishti |
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Final Year Project |
author |
Lal, Srishti |
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Lal, Srishti |
title |
Gamification and data analytics to reduce smartphone addiction |
title_short |
Gamification and data analytics to reduce smartphone addiction |
title_full |
Gamification and data analytics to reduce smartphone addiction |
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Gamification and data analytics to reduce smartphone addiction |
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Gamification and data analytics to reduce smartphone addiction |
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gamification and data analytics to reduce smartphone addiction |
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2017 |
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http://hdl.handle.net/10356/70482 |
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1759853406473682944 |